Petri consumes glögg and codes with you
Petri consumes glögg and codes with you
It's time for another session of "Petri consumes <an consumable item> and codes with you!". As you may know the winter has come to Finland so today we serve only glögg. For those not in knowing, the rules are quite simple: I drink and you tell me what to code. Time is limited, so simple and quick features have much higher probability of being implemented
We have about 2,5 hours left. Let's go people!
We have about 2,5 hours left. Let's go people!
Re: Petri consumes glögg and codes with you
Glögg warming up.. hmm, what to code...
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: Petri consumes glögg and codes with you
Aiming for what I think might be easier tasks...
object:moveTo(level,x,y,facing) would be a nice addition (so there's no need to setup a complex set of teleporters just to move a single object!).
container:removeItem() I believe is missing?
Will have more in a short while when I consult previous forum posts! (Had to rush something in - hated the thought of wasted time while you're waiting for posts!)
object:moveTo(level,x,y,facing) would be a nice addition (so there's no need to setup a complex set of teleporters just to move a single object!).
container:removeItem() I believe is missing?
Will have more in a short while when I consult previous forum posts! (Had to rush something in - hated the thought of wasted time while you're waiting for posts!)
Last edited by JohnWordsworth on Tue Dec 04, 2012 7:03 pm, edited 1 time in total.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: Petri consumes glögg and codes with you
party hook: onDealDamage()
monster hook: getHealth()
monster hook: setHealth()
(hope I understood correctly what I had to do :S)
monster hook: getHealth()
monster hook: setHealth()
(hope I understood correctly what I had to do :S)
Re: Petri consumes glögg and codes with you
A boolean in the definition of lightsources that causes them to not flicker.
Re: Petri consumes glögg and codes with you
damn this glögg is hot, hot, HOT!!!
getHealth() and setHealth() are already implemented for monsters.
removing items from containers, let's see...
getHealth() and setHealth() are already implemented for monsters.
removing items from containers, let's see...
Re: Petri consumes glögg and codes with you
I was keen for a way to make monsters flee for a time.. alternative solutions would be
#1 a new AI type = flee (instead of default or guard)
#2 monster:setFlee(5)
to make it flee the party for 5 seconds.
#3 monster:setSight(0)
set the sight of the monster on the fly so that it would at least wander
#1 a new AI type = flee (instead of default or guard)
#2 monster:setFlee(5)
to make it flee the party for 5 seconds.
#3 monster:setSight(0)
set the sight of the monster on the fly so that it would at least wander
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: Petri consumes glögg and codes with you
- I've seen "new damage types" come up a few times. If they are just labels, could it be possible to add more damage types (and treat as regular damage if an existing monster doesn't reference it)?
- champion:addPortraitOverlay() and/or champion:getPortrait() so that we can switch out a champion's portrait and put it back after the room/event.
- Option to move wall lever interaction / bounding box to a different location.
Sorry if I've posted too many - just trying to aggregate some ideas I've read recently in the forums that I think people would like . My dream feature, but without a doubt more than 2 hours would be a basic dialogue system (not sure what the most basic one possible would be)!
- champion:addPortraitOverlay() and/or champion:getPortrait() so that we can switch out a champion's portrait and put it back after the room/event.
- Option to move wall lever interaction / bounding box to a different location.
Sorry if I've posted too many - just trying to aggregate some ideas I've read recently in the forums that I think people would like . My dream feature, but without a doubt more than 2 hours would be a basic dialogue system (not sure what the most basic one possible would be)!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: Petri consumes glögg and codes with you
not sure if this is already fixed, but
container:removeItem()
was also requested.
container:removeItem()
was also requested.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: Petri consumes glögg and codes with you
Fragile boolean on item definition. If thrown, the item breaks when hit something.
dind't know those hooks were already implemented O_o
Can you update the scripts definition, please??
dind't know those hooks were already implemented O_o
Can you update the scripts definition, please??